Tier Rating
Analysis by Adonyx
Ike - Young Mercenary

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
158
HP 42
ATK 35
SPD 31
DEF 32
RES 18
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 6 7 4
Middle 18 9 7 8 5
High 19 10 8 9 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 32 28 29 14
Middle 42 35 31 32 18
High 45 38 34 35 21
IV Sets
Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Boons

  • +ATK: Ideal particularly for Heavy Blade builds, but is also good for any other build if Ike has access to team support (Speed buffs).

  • +SPD: Primarily allows Ike to avoid more doubles from enemies with middling speed. It becomes gradually less useful with more team support.

  • +DEF: Ike’s Defense stat is the main thing that he has over Ryoma. A boon here will increase his ability to tank physical threats.

Neutral

  • HP: Ideally would be left at neutral to avoid hurting Ike’s physical bulk and ability to stay within the Quick Riposte HP threshold. However, a -HP bane will not be too  detrimental to Ike’s performance in combat .

Banes

  • -RES is ideal; Ike has just enough magical bulk to be able to survive a single hit from most green and some red mages, even with a bane in Resistance. Lowering this stat will not have a significant impact on the vast majority of his matchups.
Skill Sets
Steady Defender (Defensive Tank)
Recommended
Ragnell A Steady Breath
Reposition B Quick Riposte 3
Ignis
Alternate: Aether
C Threaten Def 3
Alternate: Threaten Atk 3
SP1,545SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +DEF / -RES
  • Weapon: Ragnell
  • Assist: Reposition
  • Special: Ignis / Aether
  • Passive A: Steady Breath / Warding Breath
  • Passive B: Quick Riposte / Guard / Wrath / Swordbreaker
  • Passive C: Threaten Def / Varies on Team
  • Sacred Seal: Close Def / Distant Def / Atk Smoke / Quick Riposte

This is an Enemy Phase build that revolves around utilizing the increased Special charges from Steady Breath or Warding Breath. Steady Breath is better due to Ike being much better suited to handling physical threats than magical ones, but Warding Breath will work if it’s the only one available - the increased Special  charge is the most important factor.

Ignis will do more damage than Aether, in addition to being more consistent due to having a 4 cooldown. With Steady Breath or Warding Breath, Ike will be able to activate Ignis on every combat that the enemy initiates, assuming that he is able to double. Aether will not be able to activate every combat unless Ike gets doubled; it’s best to not allow Ike to get doubled if possible to minimize damage taken. Not being able to activate Aether isn’t necessarily a bad thing, since Ike will have it prepared on the next combat, allowing him to maximize the healing gained from it.

Quick Riposte is essential on Ike - he does not have enough speed to consistently double without it. If running it in his B slot, then Close Def, Distant Def, and Atk Smoke are all good options to increase his overall tankiness. If running the Quick Riposte seal, then Guard is a good option to help protect him against enemies with powerful specials like Zelgius or Ayra. Wrath allows him to hit incredibly hard with his specials; it synergizes particularly well with Aether due to the increased damage resulting in increased healing, as well as the Special cooldown reduction making Aether a bit easier to activate. Ike’s base Swordbreaker is also a good option with the Quick Riposte seal, as it gives him an extra layer of protection versus the powerhouse sword units.

No Sympathy (Defensive Bruiser)
Ragnell A Fierce Stance 3
Alternate: Fury 3
Reposition B Quick Riposte 3
Alternate: Vantage 3
Aether C Threaten Def 3
SP1,685SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES
  • Weapon: Ragnell
  • Assist: Reposition
  • Special: Aether / Draconic Aura
  • Passive A: Fierce Stance / Fury / Heavy Blade
  • Passive B: Quick Riposte / Vantage / Swordbreaker
  • Passive C: Threaten Def / Varies
  • Sacred Seal: Heavy Blade / Quick Riposte

This build aims to make the most of the Heavy Blade skill. To that end, this build tries to stack as much Attack as possible. Running Heavy Blade as the seal is ideal, because it opens up Ike’s A slot for stat-boosting skills like Fierce Stance or Fury. However, Ike’s base Heavy Blade A skill will work for a budget setup.

The point of Heavy Blade is to allow Ike to speed up his Special activations. This works particularly well with a high cooldown Special like his base Aether. However, Draconic Aura has a lower cooldown and can therefore be fired off more often, at the cost of the healing from Aether.

Fierce Stance grants Ike the highest boost to Attack on Enemy Phase, giving him the best chance at activating Heavy Blade. Fury is a good alternative that also allows him to go on the offensive during Player Phase. Heavy Blade in the A slot results in Ike losing out on additional stats, but can allow him to run the Quick Riposte seal, which in turn allows him to run a larger  variety of B slot skills. For example, a Heavy Blade/Vantage/Quick Riposte seal setup grants Ike full skill coverage at all HP percentages.

Quick Riposte is pretty important for this setup, as Ike’s speed isn’t high enough to consistently double without it. However, not running Quick Riposte won’t be entirely crippling to this build since Ike will still have really high Attack, meaning running something like Vantage or Swordbreaker can still work well.

Introduction

Ike is a decent Distant Counter sword that has unfortunately been almost completely overshadowed by his Legendary counterpart, joining the ranks of units that have managed to powercreep themselves. Despite this, he is still a strong unit, as having Distant Counter built-in to his weapon allows him to utilize the powerful Steady Breath or Warding Breath skills to significantly speed up his Special activations.

Ike’s low Speed combined with his Distant Counter weapon means that he is strongly inclined toward an Enemy Phase setup. He functions best with team support in the form of buffs - with strong support from a unit like Brave Lucina or Marth, all of his stats can be high enough that he will be able to minimize any potential damage thanks to being able to avoid doubles while also having good defenses, all while dealing heavy damage himself.

Overall, Ike is a decent unit that can get quite strong with team support. While he is outshone by some other sword units, he is fully capable of pulling his own weight and will be a solid addition to any team.

Strengths

Ragnell

Ragnell’s Distant Counter effect allows Ike to run the powerful Steady Breath or Warding Breath skills while retaining the ability to combat  ranged units, giving him strong coverage as well as a potent combat presence thanks to the sped up Special activations.

Decent Bulk

With 74 physical and 60 magical bulk, Ike can definitely take a hit or two. While his magical bulk can drop into dangerous levels if he takes a -RES bane, he will still be able to tank a hit from most green and some red mages, allowing him to take full advantage of his innate Distant Counter weapon.

Great Base Kit

Ike doesn’t actually need any Skill Inheritance to be fully functional. While he can certainly be improved with some investment, his base kit is excellent as-is.

Weaknesses

Middling Speed

Ike’s speed is right in the awkward zone where he likely won’t be doubling most enemies, but too high to be safely considered a dump stat. Thankfully, he can improve it enough to avoid getting doubled, particularly with team support.

Overshadowed...By Himself

Unfortunately, Ike doesn’t have much going for him compared to Legendary Ike. His Legendary version has a more optimized statline, in addition to having a unique Special that is a significant improvement over regular Aether.

Low Resistance

While Ike’s HP helps fix his magical bulk, Ike’s low resistance does make fighting mages a fairly dangerous prospect. It also makes him highly susceptible to getting crippled by Ploy debuffs.

Team Options
  • Buffers: Ike really shines when given strong team support in the form of buffs, particularly if his teammates can buff multiple stats like Marth, Brave Lucina, and Performing Azura. He also benefits from the strong Attack buff from Dark Aura, making Linde and Delthea excellent allies as well.
  • Debuffers: With the introduction of debuffs like Chills and Ploys, it is now possible to heavily debilitate enemies as a form of support. Debuffing Ike’s enemies makes him proportionally stronger, making units like Spring Catria, Lute, and Gunnthra excellent teammates.
  • Refreshers: Being able to take multiple turns gives Ike some greatly needed versatility, allowing him to attack enemies multiple times to make up for his lower Speed or simply get into a better position . Some good candidates are Azura, New Year Azura, and Performing Olivia.
  • Strong Greens: Ike really suffers against blues, particularly ones that can deal magical damage. Strong greens like Fallen Robin (M), Myrrh, and Dorcas can all handle these types of threats. Julia and Deirdre are also good options that can help keep Ike safe from the blue dragons that would otherwise be a massive threat.
Counters
  • Strong Blues: Ike is highly vulnerable to competent blue units, particularly if they can deal magic damage like Reinhardt, Nowi, or Lute. He is still vulnerable to physical blues too, like Ephraim, Fallen Hardin, and Lukas.
  • Preventing Counters: As a primarily Enemy Phase-centric unit, Ike struggles against units that can prevent him from countering. Firesweep weapon users like Cordelia, Tana, Brave Lyn, Bridal Cordelia, and New Year Camilla all present serious issues. Ike is also vulnerable to Windsweep users like Corrin (F) or Alm.
  • Ploys: Ike’s low resistance makes him highly vulnerable to getting debuffed into oblivion by Ploys, making units like Sanaki, Micaiah, Lute, and Arvis very strong against him.
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
RagnellEnables counterattack regardless of distance if this unit is attacked.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
AetherResolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 5
Passive Skills
Passive Skills SP Slot
Heavy Blade 1If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
60
A
Heavy Blade 2If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
120
A
Heavy Blade 3If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
240
A
Swordbreaker 1If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Non-Inheritable by green units.
50
B
Swordbreaker 2If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Non-Inheritable by green units.
100
B
Swordbreaker 3If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Unlocks at 5 ★
Non-Inheritable by green units.
200
B
Other Info
Origin
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn

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